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Call of Duty 4
Category:
CoD 4 Level Design
CoD 4 mapping and level design.
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Author
Topic: Adding Helicopters to CoD4 Custom Maps
MoGElijah
General Member
Since: Apr 14, 2006
Posts: 47
Last: Feb 26, 2008
[
view latest posts
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Category: CoD 4 Level Design
Posted: Sunday, Feb. 3, 2008 02:11 pm
Call of Duty 4: How to add Helicopter Support to your Custom Map
by *MoG*Elijah /
mog_elijah@hotmail.com
/
www.menofgod.us
When a player gets to call a helicopter the script is looking for start locations on our map. If these origins are not on your map no helicopter shows. This tutorial wil show you how to add the script origins to your custom map to enable helicopter support. This should be done near completion of your map and requires the minimap to be working.
We'll be adding three helicopter related functions to our map via script origin nodes:
- heli_start
- heli_loop_start
- heli_crash_start
To add a script origin, right-click your map in CoD4 Radiant and select Script > Origin. Press N. This is where we'll be adding the parameters for our nodes we place all around the map.
Open Radiant to your custom map and let's begin adding our helicopter nodes. We'll sart with heli_start.
On an area outside the playable (action) area right click and and add a script origin node. Place the node near the gound. Press N. Click your mouse in the "key" field, type the associated key name, press ENTER and type in the associated value then ENTER again. Type the following entries remembering to press ENTER after each entry.
Key: Value:
targetname heli_start
target auto470
_color 0 1 .5
angles 0 105 0
Click Escape. Now, create another script origin literally right next to it. Press N. Add the following entries.
Node 1:
Key: Value:
targetname auto470
target auto471
_color 0 1 .5
angles 0 95 0
script_accel 20
script_airspeed 60
Notice we added a few new elements to the script origin. Also, notice the name we gave it - auto470. You should see a baby-blue line connecting the two nodes together. Look at the heli_start and notice how we told it to "target" auto470. With our new auto470 node we're going to target the next node which will be auto471. See how we're creating a path now? Press escape.
Create another script origin node but this time place it above your playable area where you would envision a helicopter shooting at enemy players. Press N and enter the following:
Node 2:
Key: Value:
targetname auto471
target auto472
_color 0 1 .5
angles 0 170 0
script_accel 20
script_airspeed 60
Create another script origin placing it in the playable area away from the one you just created like you are creating a path. Enter the following.
Node 3:
Key: Value:
targetname auto472
target auto473
_color 0 1 .5
angles 0 170 0
script_accel 20
script_airspeed 60
Create Node 4 using the exact same technique. Notice the change in angles & airspeed settings.
Node 4:
Key: Value:
targetname auto473
target heli_dest
_color 0 1 .5
angles 0 30 0
script_accel 20
script_airspeed 50
Node 5 will created outside the playable area of your map and placed next to the heli_dest node (created after this step).
Node 5:
Key: Value:
targetname auto474
_color 0 1 .5
angles 0 30 0
script_accel 20
script_airspeed 50
Notice there is no "target" associated with this node. Very important to leave out the target associated with this node otherwise when a player calls the helicopter it will not leave the map!
Now let's create the final node on our start path - the destination node. Place this outside the playable area of your map right next to the last node (Node5) we just created.
Destination Node:
Key: Value:
targetname heli_dest
target auto474
_color 0 1 .5
angles 0 30 0
script_accel 20
script_airspeed 60
Notice how the dest node points right back to auto474? You can add as many nodes as you wish. I only added a few for this tutorial. There can be only one destination node for the entire map.
Okay, you should see funky lines all across your map connecting the newly created nodes together. Pretty cool, now we're getting somewhere.
At this point you can create additional heli_start paths just like described above. Just make sure it ends at the heli_dest node you just created. You can have multiple flight paths but only one destination node.
Now let's create our helicopter loop path.
Create a script origin near the edge of your map and well above the heli_start path(s) just created. This is going to be a circle of nodes around the top of your map.
heli_loop_start Node:
Key: Value:
targetname heli_loop_start
target auto480
_color .5 1 1
angles 0 360 0
Notcie we changed colors? This will help identify which path is which and help keep things organized. Now let's create the next node in our loop. Hit escape and create another script origin close to the heli_loop_start node.
Loop Node 1:
Key: Value:
targetname auto480
target auto481
_color .5 1 1
angles 0 340 0
script_accel 15
script_airspeed 40
Let's add another trying to make a ring around the map.
Loop Node 2:
Key: Value:
targetname auto481
target auto482
_color .5 1 1
angles 0 340 0
script_accel 20
script_airspeed 60
Notice how we're adjusting the speeds around the map? Add another but this time let's add something cool to this node.
Loop Node 3:
Key: Value:
targetname auto482
target auto483
_color .5 1 1
angles 0 185 0
script_delay 3
script_accel 15
script_airspeed 40
See the script_delay? Cool stuff. Let's add another node.
Loop Node 4:
Key: Value:
targetname auto483
target auto484
_color .5 1 1
angles 0 230 0
script_accel 20
script_airspeed 60
Now add the final node in our circle. This node should point (target) to Node 1 in our newly created circle.
Loop Node 5:
Key: Value:
targetname auto484
target auto480
_color .5 1 1
angles 0 185 0
script_delay 3
script_accel 15
script_airspeed 40
Now you should have a circle of connected nodes around the top of your map. Zig zag'ing the nodes is cool, too. Again, add as many nodes as you wish just make sure the final node points to the Node1 to complete the loop. Make sure none of your lines cross through or real close to buildings otherwise the helicopter will fly through the building and it looks dumb.
Time for the final task - creating the heli_crash_start. If any of you have played the game online and shot down a helicopter with an M-60 you noticed it crashes off the map. You're going to create the path on your map to enable this crash effect to happen.
Create a script origin near the center of your map and elevated slightly buildings or trees (well above the playable area anyway). Give it the following paramaters.
heli_crash_start Node:
Key: Value:
targetname heli_crash_start
target auto490
Notice we didn't use the _colors or angles parameter? Now, right next to the heli_crash_start node create a new script origin node and give it the following parameters.
heli_crash_start Node 1:
Key: Value:
targetname auto490
target auto491
script_accel 20
script_airspeed 40
Create another script origin node near the edge of the playale area of your map and closer toward the ground. Use these parameters.
heli_crash_start Node 2:
Key: Value:
targetname auto491
target auto492
script_accel 30
script_airspeed 50
Let's create another script origin node just outside the playable area of our map and slightly lower, or closer to the ground, than the last one.
heli_crash_start Node 3:
Key: Value:
targetname auto492
target auto493
script_accel 30
script_airspeed 50
Now, to create the final node in our heli_crash_start string. Create a script origin below the map but near the last node created. Give it the following parameters noticing we drop the "target" or next node on this one.
heli_crash_start Node 4:
Key: Value:
targetname auto493
script_accel 30
script_airspeed 50
Save & compile. Test your map on eXtreme using bots. This way you can get 6 kills and call a helicopter and test if your paths are where you want them. Enlist the help of a friend to try to shoot the helo out of the sky to see if your crash path works.
Troubleshooting:
The only thing I can offer is if you get errors try checking the names of each one of your nodes and ensure you entered the data just as described above. If your nodes are not connected then you messed up the name.
God Bless,
*MoG*Elijah
Here's some screens of my first CoD4 map soon to be released. I'm still in Iraq and upload bandwidth is hard to come by over here.
UB_Dragon
General Member
Since: May 18, 2006
Posts: 147
Last: Apr 4, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Sunday, Feb. 3, 2008 02:24 pm
great post, can we sticky this one?
bojos
General Member
Since: Jan 21, 2008
Posts: 12
Last: Feb 10, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Monday, Feb. 4, 2008 11:30 pm
You need to add a Heli_leave node, otherwise this is a great tutorial!!
Great Job!!!
DRUMBUM
General Member
Since: Jul 10, 2007
Posts: 134
Last: Apr 2, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Friday, Feb. 15, 2008 01:42 pm
Yeah if this had a heli leave node it would be perfect to add as a tutorial- thats what holding me back from trying it out. Has anyone had luck with this?
jackc1990
General Member
Since: Aug 28, 2005
Posts: 232
Last: Feb 20, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Friday, Feb. 15, 2008 01:57 pm
Adds to favourites but please!! if you can, the heli_leave would be MUCH appreicated.
Thanks for posting this.
Rasta
Preferred Member
Since: Apr 10, 2004
Posts: 4025
Last: Jul 4, 2008
[
view latest posts
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Category: CoD 4 Level Design
Posted: Friday, Feb. 15, 2008 02:16 pm
Permission to add to tutorials?
Go ahead... You Play
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jackc1990
General Member
Since: Aug 28, 2005
Posts: 232
Last: Feb 20, 2008
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Category: CoD 4 Level Design
Posted: Tuesday, Feb. 19, 2008 07:08 pm
It needs Heli_leave really.
jackc1990
General Member
Since: Aug 28, 2005
Posts: 232
Last: Feb 20, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 19, 2008 09:08 pm
What would be extremely helpful is if someone could post a complete set of loops, exits and crash path nodes in an empty .map file, upload it and let the mapper just move the nodes. Is this possible?
So there would be loads of heli nodes all linked together and then all we have to do is place them where we want and alter the airspeed if needed, correct?
Perhaps the topic creator?
Sevenz
General Member
Since: Apr 24, 2006
Posts: 821
Last: Jun 29, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Wednesday, Feb. 20, 2008 12:32 am
Of course possible. when i got some time, i will do that for you and make a video from how i did it.
privategrob
General Member
Since: May 19, 2004
Posts: 53
Last: Feb 26, 2008
[
view latest posts
]
Category: CoD 4 Level Design
Posted: Wednesday, Feb. 20, 2008 04:40 am
Sevenz writes...
Quote:
Of course possible. when i got some time, i will do that for you and make a video from how i did it.
Yes, please do this
That would be very helpfully
Thanking you in advance!!!
Regards
Private Grob
1
2
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